Strategy Game, Method and/or System

ABSTRACT

A strategy game includes a first group of primary elements representing movement, and a second group of primary elements representing combat or interaction. The first group of primary elements includes first and second game pieces representing speed and maneuver, respectively, and each having a value. The second group of primary elements includes third and fourth game pieces representing attack and defense, respectively, and each having a value. The game pieces include dice represented in different colors.

CROSS-REFERENCE TO RELATED APPLICATIONS

This is a continuation application of U.S. Application Ser. No.13/827,272, filed Mar. 14, 2013, which claims the priority benefit ofprior U.S. Provisional Application Ser. No. 61/737,528, filed Dec. 14,2012, both of which are hereby incorporated herein in their entirety byreference.

FIELD AND BACKGROUND OF THE INVENTION

The present invention is generally directed to games and strategysimulations, and more particularly to a strategy game, method and/orsystem that can be applied to various challenges, competitions,interactions, situations, or other activities.

Playing games or engaging in various challenges and competitions is asold as the civilization. For thousands of years, people have beeninvolved in outdoor games, sporting events, etc., either as spectatorsor as participants. The Roman Gladiator games, although existed abouttwo-thousand years ago, a Hollywood epic “Gladiator” dramatizing thebloody fights, was released barely a dozen years ago. The ancientOlympic Games, held in Olympia, Greece, from the 8^(th) century BC tothe 4^(th) century AD, are still held today, albeit in somewhatdifferent form and organization.

In this regard, while the thrill of participating in real competitivegames, is generally available to only the selected members of thesociety, playing games that mimic the real games, or other games whichallow interactions, challenges, competitions, strategies, etc., betweenpeople, is available to all.

Various games and play methods are available in prior art as shown inU.S. Design Pat. No. 466,164; U.S. Pat. Nos. 3,826,498; 3,860,241;4,157,184; 4,277,065; 4,759,548; 4,813,678; 4,850,597; 5,004,245;5,135,231; 5,251,905; 5,570,887; 5,649,704; 5,879,005; 6,575,463B1;6,729,619; 6,808,172; 7,296,796B2; 7,334,792; 2003/0062672A1;2010/0072702A1; and 2011/0042891A1.

ASPECTS OF THE INVENTION

The present disclosure is directed to various aspects of the presentinvention.

One aspect of the present invention is to provide a strategy game,method, and/or system that can simulate any personal, professional,corporate, governmental, or intergovernmental challenge, competition,interaction, or situation, including, but not limited to, social,economic, athletic, military, diplomatic, religious, political,academic, and biological.

Another aspect of the present invention is to provide a strategy game,method, and/or system that can be played by two or more players of avery young age to the elderly.

Another aspect of the present invention is to provide a strategy game,method, and/or system that can be used for leisure or non-leisureactivities, or for training activities.

Another aspect of the present invention is to provide a strategy game,method, and/or system that can be used for modeling or devising variouscompetitive activities or challenges in, for example, private,commercial, and/or military applications.

Another aspect of the present invention is to provide a strategy game,method, and/or system that can be used in modeling or devising variouscompetitive activities or challenges relating to outer space and/oroceanic explorations.

Another aspect of the present invention is to provide a strategy game,method, and/or system that is devised around the concept of movement andcombat. The movement preferably includes speed and maneuver, and thecombat preferably includes attack and defense.

Another aspect of the present invention is to provide a strategy game,method, and/or system that is preferably engaged by using game piecesrepresented by different colors and each having one or morepredetermined values. The values can be numerical, non-numerical,symbolic, and/or represented by other indicia. In an engagement, thecolor of a game piece determines the timing of its use during theengagement, and the value thereof determines its strength orfunctionality relative to another game piece of an opponent.

Another aspect of the present invention is to provide a strategy game,method, and/or system that is preferably engaged by using real orvirtual game pieces, with or without a game board.

Another aspect of the present invention is to provide a strategy game,including first group of primary elements representing movement, and asecond group of primary elements representing combat or interaction. Thefirst group of primary elements includes first and second game piecesrepresenting speed and maneuver, respectively, and each having a value.The second group of primary elements includes third and fourth gamepieces representing attack and defense, respectively, and each having avalue.

Another aspect of the present invention is to provide a strategy game,including a first group of primary elements representing movement, asecond group of primary elements representing combat or interaction, anda third group of secondary elements representing one or more ofrecovery, randomization, unpredictability, and advantages. The firstgroup of primary elements includes a speed game piece and a maneuvergame piece. The second group of primary elements includes an attack gamepiece and a defense game piece. The third group of secondary elementsincludes one or more of a recovery game piece, a randomization gamepiece, an unpredictability game piece, and an advantages game piece.

Another aspect of the present invention is to provide a strategy gameplay method for two or more players, which includes a) providing foreach player a set of at least four game pieces representing speed,maneuver, attack, and defense categories, each game piece including aplurality of preselected values for the corresponding category, b)having each player roll all four game pieces together, c) comparing theresults of the speed game piece to determine a winner, d) allowing thewinner in step c) to use the rolled value of his attack game pieceagainst one of the other players, e) allowing the opponent in step d) touse the rolled value of his defense game piece, f) comparing the resultsof steps d) and e) and determining a wounded player, g) having thewounded player remove one of his four game pieces from the game, and h)repeating steps b)-g) and determining the loser of the game who has lostat least two of his speed, maneuver, attack, and defense game pieces.

Another aspect of the present invention is to provide a strategy gameplay method for two or more players, which includes a) providing foreach player a set of at least four game pieces representing primaryelements of speed, maneuver, attack, and defense categories, each gamepiece including a plurality of preselected values for the correspondingcategory, b) providing for each player one or more of secondary elementpieces representing recovery, randomization, unpredictability, andadvantages, each game piece including a plurality of preselected valuesfor the corresponding category, c) having each player roll the fourprimary element game pieces together; d) comparing the results of thespeed game piece to determine a winner; e) allowing the winner in stepd) to use the value of his attack game piece against one of the otherplayers; f) allowing the opponent in step e) to use the value of hisdefense game piece; g) comparing the results of steps e) and f) anddetermining a wounded player; h) having the wounded player remove one ofhis four primary element game pieces from the game; and i) repeatingsteps c)-h) and determining the loser of the game who has lost at leasttwo of his speed, maneuver, attack, and defense game pieces.

Another aspect of the present invention is to provide a strategy gameplay method for two or more players, which includes a) providing foreach player a set of at least four game pieces representing speed,maneuver, attack, and defense categories, each game piece including aplurality of preselected values for the corresponding category, b)having each player roll speed and maneuver game pieces together, c)comparing the results of the speed game piece to determine a winner, d)allowing the player with the highest rolled value of his maneuver gamepiece to roll his attack game piece, e) allowing the winner in step d)to use the rolled value of his attack game piece against one of theother players, f) allowing the opponent in step e) to roll and use thevalue of his defense game piece, g) comparing the results of steps e)and f) and determining a wounded player, h) having the wounded playerremove one of his four game pieces from the game, and i) repeating stepsb)-h) and determining the loser of the game who has lost at least two ofhis speed, maneuver, attack, and defense game pieces.

BRIEF DESCRIPTION OF THE DRAWINGS

The patent or application file contains at least one drawing executed incolor. Copies of this patent or patent application publication withcolor drawing(s) will be provided by the Office upon request and paymentof the necessary fee.

One of the above and other aspects, novel features and advantages of thepresent invention will become apparent from the following detaileddescription of the non-limiting preferred embodiment(s) of invention,illustrated in the accompanying drawings, wherein:

FIG. 1 illustrates the six-sides of a White Speed die in accordance witha preferred embodiment of the present invention;

FIG. 2 illustrates the six-sides of a Black Maneuver die in accordancewith a preferred embodiment of the present invention;

FIG. 3 illustrates the six-sides of a Red Attack die in accordance witha preferred embodiment of the present invention;

FIG. 4 illustrates the six-sides of a Blue Defense die in accordancewith a preferred embodiment of the present invention;

FIG. 5 illustrates the six-sides of a Orange Recovery die in accordancewith a preferred embodiment of the present invention;

FIG. 6 illustrates the six-sides of a Yellow Randomization die inaccordance with a preferred embodiment of the present invention;

FIG. 7 illustrates the six-sides of a Green Unpredictability die inaccordance with a preferred embodiment of the present invention;

FIG. 8 illustrates the six-sides of a Purple Advantages die inaccordance with a preferred embodiment of the present invention;

FIGS. 9-11 illustrate the starting set-up of an example Jet Fightercombat game between two players; and

FIGS. 12-34 illustrate various sequential steps taken by the two playersof the Jet Fighter combat game.

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENT(S) OF THE INVENTION

The present disclosure describes a preferred embodiment(s) of a game,method, and/or system (collectively “System”) for using unique graphictools for modeling the basic elements, which are common to all forms ofcompetition (or game, challenge, interaction, situation, project, etc.)and their interactions with each other in the pursuit of thecompetition's goal, with variations of the interactions of the system'scomponents being applied so as to allow modeling of any form ofcompetition without changing the essential nature of the system itself,based, at least partly, on the concept that all competition of any formcan be described as including four Primary Elements, with four or moreSecondary or Qualifying Elements depending on various specifics of thecompetition, with the four Primary Elements being Speed, Maneuver,Attack and Defense, and the four Secondary or Qualifying Elements, beingRecovery, Randomization, Unpredictability and Advantages.

Elements

The system uses distinctive symbols divided preferably into eight ormore different colors, with each color set possessing an unique set ofpictographs or indicia, and each pictograph or indicia denoting aspecific function to determine their interaction with the other symbols,the symbology may then be transferred to dice, tiles, chips, coins,chits, counters, playing cards or other physical media, or it may berandomly generated in an electronic format such as, but not limited to,computer games or PDA “apps”; the flexibility of the method ofgenerating or using the symbology is indicative of the utility of thesystem, with dice being used to randomize results throughout themodeling activity, or cards or tile draws from a finite pool allowingfor a measure of predictability, or electronic random generationallowing for modifying the probability of certain results to occur moreoften than others, with whatever media the symbology is applied to,allowing for a result which provides the user or users with a set ofpictographs or indicia which they may then apply to the competition,game, challenge, interaction, situation, project, etc., being modeled,so that the application by the user or users of the various results and.Where applicable, the interaction of those results, allows any sort ofcompetition to be simulated subject to the context of the competition.

Dice Types

Where dice are used to utilize the System, any such dice used in theSystem may be of any practical dimensions to allow facilitation of theiruse in a manner common to any dice game, including but not limited to,ease of perceiving the information presented, whether by use of visualor other depiction, ease of shuffling, ease of stacking, ease ofhandling, any form of depiction designed or intended to compensate forsensory disabilities on the part of the users, or any otherconsideration common to the use of dice, and most preferably will bepolyhedral dice, having multiple faces or sides as practicable for theiruse as random result generators, with all Dice Types divided into fouror more types differentiated by color (which determines when they areused in the sequence of the competition) and symbology (which determineshow their results are applied to the competition) represented by anumerical value, a non-numerical value, a symbol, an indicia, or acombination thereof.

Card Types

Where cards are used to utilize the System, any such cards used in theSystem may be of any practical dimensions to allow facilitation of theiruse in a manner common to any card game, including but not limited to,ease of perceiving the information presented, whether by use of visualor other depiction, ease of stacking, ease of shuffling, ease ofhandling, any form of depiction designed or intended to compensate forsensory disabilities on the part of the users, or any otherconsideration common to the use of playing cards, with all Cards Typesdivided into four or more types differentiated by color (whichdetermines when they are used in the sequence of the competition) andsymbology (which determines how their results are applied to thecompetition) represented by a numerical value, a non-numerical value, asymbol, an indicia, or a combination thereof, whether on the obverse(front) or reverse (back) sides of said cards.

Tile and Chit Types

Where “tiles” or “chits” are used to utilize the System, any such tilesor chits used in the System may be of any practical dimensions to allowfacilitation of their use in a manner common to any game which utilizessuch components, including but not limited to, ease of perceiving theinformation presented, whether by use of visual or other depiction, easeof stacking, ease of shuffling, ease of handling, ease of storage inand/or access to a container of practical size for random draws such asmay be used in lotteries or raffle drums or other methods of randomdistribution, or any other consideration common to the use of such tilesor chits, with all Tile or Chit Types divided into four or more typesdifferentiated by color (which determines when they are used in thesequence of the competition) and symbology (which determines how theirresults are applied to the competition) represented by a numericalvalue, a non-numerical value, a symbol, an indicia, or a combinationthereof, whether on the obverse (front) or reverse (back) sides of saidtiles or chits.

Electronic Media and Computer Generation of the Symbols

Where any form of electronic media is used to utilize the System, anysuch depictions of the elements of the system may take any form, in thatsuch media may represent the symbols as dice rolls, cards played, tilesor chits drawn, or may represent a depiction of only the symbol itself,irrespective of any animation or other depiction solely of anentertainment or presentational nature, but maintaining the essentialform of the symbols in their depiction of their functions, theirrelative proportions in ratio of appearance or availability for a givencompetition, and the inherent probability of their appearance oravailability to the competitors in the course of the competition, withthe fundamental interactive relationship between the various symbolsdepicted properly and accurately and maintained to preserve the functionof the System itself, and such depictions and the means of theirgeneration and presentation may be of any practical dimensions or methodto allow facilitation of their use in a manner common to any such game,including but not limited to, ease of perceiving the informationpresented, whether by use of visual or other depiction, ease ofrandomization in distribution, ease of practical access, or any otherconsideration common to the use of the specific type of electronic mediain which the System is being reproduced, with the System's fundamentalelements divided into four or more types differentiated by color (whichdetermines when they are used in the sequence of the competition) andsymbology (which determines how their results are applied to thecompetition), and in the case of direct simulations of the examplesgiven above of dice, cards, chips, coins, tiles, or chits, maintainingthe general descriptions of such media as described above in thereproduction of such elements in the given electronic media used tosimulate them. The System can be executed on any type of computer,gaming device, tablet, fablet, phablet, cellular phone, mobile phone,smartphone, personal digital assistant (PDA), etc.

Symbols and Meanings

The System preferably includes various unique graphic symbols, and isdesigned to accommodate any new symbols which may be necessary forexpansions or variations specific to situations being modeled. The coreof the System preferably includes eight fundamental Symbol Generators,comprising four Primary Elements and four Secondary Elements,distinguished by unique symbols and further distinguished by, but notnecessarily limited to, specific preferable distinctive colors, asdescribed below:

Primary Elements Speed

In the basic form of the System, Speed may be represented by Blackcharacters on a White field, and may be represented by the depiction ofone, two or three or more straight arrows or similar unique symbol orindicia, and when depicted as arrows they may be displayed singly or inparallel and facing in the same direction, typically, but notexclusively, displayed as black characters on a white field, or otherimages, or similar unique symbol, or any other unique representationalsymbol, and in whatever form representing “Speed”, “Acceleration”,“Available Velocity” or general forward motion or any other change inposition which promotes physical advancement of the competitor orparticipant being represented in the model toward the goal or goals ofthe competition.

Maneuver

In the basic form of the System, Maneuverability may be represented byWhite characters on a Black field, and may be represented by thedepiction of one of the following effects: a “null” effect using one ormore of the following: one or more of common notation numerals for“zero” (“0”) or similar representational symbol representing a “NoControl” or “No Change” or “No Maneuver Effect Achieved”; one, two orthree or more curved arrows or similar unique symbol or indicia, andwhen depicted as arrows they may be displayed singly or in a groupedcluster and facing in the same or alternating directions, typically, butnot exclusively, displayed as white characters on a black field, orother images, or similar unique symbol, or any other uniquerepresentational symbol, and in whatever form representing“Maneuverability”, “Turning Capacity”, “Agility” or any other adaptiveor positional- or directional-modifying motion, such as actual changesin facing or position or direction of movement or angles of attack orapproach.

Attack

In the basic form of the System, Attack may be represented by Yellowcharacters on a Red field, and may be represented by the depiction ofone of the following effects: a “null” effect using one or more of thefollowing: one or more of common notation numerals for “zero” (“0”) orsimilar representational symbol representing a “Missed Shot” or“Failure” or “No Attack Effect Achieved”; a “success” effect using oneor more of the following: use of one or more images of the commonmathematical notation numerals for “one” (“1”), or the English characterfor an “asterisk” (“*”), or use of one or more images of the symboldepicting one or more “Burst” images, or similar unique symbol, or anyother unique representational symbol, or other images, or similar uniquesymbol, or any other unique representational symbol, and in whateverform, representing a “Shot On Target” or “Accurate Placement” or“Partially Successful Attack”; a “strong success” effect using one ormore of the following: use of two or more images of the of the commonmathematical notation numerals for “two” (“2”), or use of two or moreimages of the character for an “asterisk” (“* *”), or use of two or moreimages of a symbol depicting two “Burst” images, or similar uniquesymbol, or any other unique representational symbol, or other images, orsimilar unique symbol, or any other unique representational symbol, andin whatever form, representing a “Focused Shot On Target” or “VeryAccurate Placement” or “Fully Successful Attack”; an “extreme success”or “decisive result” effect using one or more of the following: use ofone or more images of the common mathematical notation numerals for“infinity” (“∞”), the English character for an “exclamation point”(“!”), or use of one or more yellow squares, or similar uniquerepresentational symbol, or other images, or similar unique symbol, orany other unique representational symbol, and in whatever form, all ofwhich indicate a cascade effect requiring the further use of the YellowRandomization Symbol generation method described below under SecondaryElements, and representing a “Direct Hit” or “Critical Hit” or“Decisively Effective Attack Result”.

Defense

In the basic form of the System, defense may be represented by Black andWhite characters on a blue field, and may be represented by thedepiction of one of the following effects: a “null” effect using one ormore of the following: one or more of common notation numerals for“zero” (“0”) or similar representational symbol representing a“Ineffective Defense” or “Failure” or “No Defensive Effect Achieved”; a“success” effect using one or more of the following: use of one or moreimages of the common flowchart notation symbol for “Off-chart Connector”(“

”, inverted), or the English character for the letter “D” (“D”), or useof one or more images of any symbol depicting one or more “Shield”images, or similar unique symbol, or any other unique representationalsymbol, and in whatever form, representing a “Accurate Defense” or“Effective Deflection of Attack” or “Partially Successful Defense”; a“strong success” effect using two or more of the following: use of twoor more images of the common flowchart notation symbol for “Off-chartConnector” (“

”, inverted), or the English characters for an “asterisk” (“*”), or useof one or more images of any symbol depicting one or more “Shield”images or similar unique symbol, or any other unique representationalsymbol, and in whatever form, representing a “Accurate Defense” or“Highly Effective Deflection of Attack” or “Fully Successful Defense”.

Preferred Ratio of Primary Element Symbols

The ratio of the various Primary Element Symbols is an aspect of theiruse in modeling competitions, and is established to re-create thedynamics inherent in competition in that a static state, or “Defense”,is initially vulnerable to the actions of a dynamic state, or “Offense”,which initial vulnerability may later be mitigated by Secondary Elementsas described later; the ratio of Primary Elements is expressed as thePrimary Element, an indicative, though not exclusive, Symbol and thenumber of such symbols in their minimum quantities:

Speed (White):

1 Straight Arrow×3 (for example)2 Straight Arrows×2 (for example)3 Straight Arrows×1 (for example)

Maneuverability (Black):

Zeroes (“0”)×1 (for example)1 Curved Arrow×3 (for example)2 Curved Arrows×1 (for example)3 Curved Arrows×1 (for example)

Attack (Red):

Zeroes (“0”)×2 (for example)1 Single “Burst” or “Partially Successful Attack” Symbol×2 (for example)1 Double “Burst” or “Fully Successful Attack” Symbol×1 (for example)1 Yellow Square (meaning “Use Randomization Symbols”) or “DecisivelySuccessful Attack” Symbol×1 (for example)

Defense (Blue):

Zeroes (“0”)×3 (for example)1 Single “Shield” or “Successful Defense” Symbol×2 (for example)1 Double “Shield” or “Fully Successful Defense” Symbol×1 (for example)

Illustrative Sample Elements Dice

The following is a representative sampling of the basic symbols used inthe System when it is preferably applied to standard six-sided dice, andis not intended to represent a definitive or limited depiction of theentire System, which can be applied to any form of media including, butnot limited to, dice, cards, chips, coins, tiles, chits, electronic, orany other media so long as the fundamental symbols and the relationshipsto and interaction with one another is maintained. The use of dice inthese examples is for illustrative purposes only, and for purposes ofthese examples will consist of eight different Dice Types as denoted bytheir color types, with all dice in the representative sample beingsix-sided hexahedron dice, bearing pictographs or indicia specific totheir function as shown below.

Primary Element Utility with a Six-Sided Cubical Dice White Speed Dice

The White dice element of the System represents Speed or general forwardmotion or any other change in direction or position which promotesphysical advancement toward the goal of the competition and on theexample of a six-sided die (or hexahedron) consists of one blackstraight arrow symbol, or two black straight arrow symbols, or threeblack straight arrow symbols or other form of indicia, on a white fieldper side, all facing in the same direction, and occupying specific sidesof the hexahedron relative to one another.

As shown in FIG. 1, the White Speed die 10 preferably includes one blackstraight arrow symbol 12 on its first, second, and third sides, a twoblack straight arrow symbol 14 on fourth and fifth sides, and a threeblack straight arrow symbol 16 on the sixth side thereof.

Function of the White Speed Symbols

One or more White Dice are rolled to show how much speed, movement,forward momentum or other type of re-positioning is available to thecompetitor in a given Phase or Turn or Round, with the number of arrowsshown on each die face result constituting the total velocity, or numberof moves, or spaces, or other type of re-positioning the competitor hasto use in that Phase or Turn or Round.

Black Maneuver Dice

The Black dice element of the system represents Maneuverability oradaptive motion, changes in direction or angles of attack or approachand on the example of a six-sided die (or hexahedron) consists of awhite numeral “0” (zero) symbol or one curved white arrow symbol, or twocurved white arrow symbols or three or more curved white arrow symbolsor other form of indicia, on a black field per side, all facing in thesame direction, and occupying specific sides of the hexahedron relativeto one another.

As shown in FIG. 2, the Black Maneuver die 18 preferably includes awhite zero numeral 20 on its first side, a single curved white symbol 22on second, third and fourth sides, a two curved white arrow symbol 24 onthe fifth side, and a three curved white arrow symbol 26 on the sixthside thereof.

Function of the Black Maneuver Symbols

One or more Black Dice are rolled to show how many adjustments infacing, angle of momentum, actual changes in course or otherre-direction of path of travel or approach or angle of attack is or areavailable to the competitor in a given Phase or Turn or Round, with aresult of “0” (zero) usually having no effect and the number of curvedarrows shown on each die face result constituting the total number ofsuch modifications to the path of travel or approach or angle of attack,or other type of adjustment to the path of movement or relative positionto other competitors or elements in the field of competition which thecompetitor has to use in that Phase or Turn or Round.

Red Attack Dice

The Red dice element of the system represents Attack or aggressive oroffensive activity inherent in any competition which results in theopposing or resisting elements being reduced in their ability toadequately participate in the competition through loss of their ownPrimary Element abilities and on the example of a six-sided die (orhexahedron) consists of one or more single yellow numeral “0” (zero)symbols, or one yellow “burst” symbol, or two or more yellow “burst”symbols, or other form of indicia, or one yellow square on a red fieldper side, all oriented identically, and occupying specific sides of thehexahedron relative to one another.

As shown in FIG. 3, the Red Attack die 28 preferably includes a yellowzero numeral 30 on its first and second sides, a single yellow “burst”symbol 32 on the third and fourth sides, a double yellow “burst” symbol34 on the fifth side, and a yellow square 36 on the sixth side thereof.

Function of the Red Attack Symbols

One or more Red Dice are allotted to each competitor to represent thelevel of their power or their ability to impact the opponent oropponents in the competition in order to reduce their competitiveeffectiveness, with more Red Dice representing a stronger ability toimpact the opponents or other elements in the field of competition in agiven Phase or Turn or Round, with the Red Dice then rolled to show howeffective the offensive competitor's attack is against an opponent orother element in the field of competition in a given Phase or Turn orRound, with a result of “0” (zero) usually having no effect and thenumber of burst symbols shown on each die face constituting the totalnumber of damage effects the opponent or element has received from theattack, while a result of a Yellow Square requires a roll of the Yellow“Randomization” die referred to below and the effects of that die rollusually being applied immediately.

Blue Defense Dice

The Blue dice element of the system represents Defense, or defensive orresistant activity inherent in any competition which allows thedefending elements to deflect or negate direct aggressive actions by theopponent in order to preserve the defender's own ability to adequatelyparticipate in the competition by preventing loss of their own PrimaryElement abilities, and on the example of a six-sided die (or hexahedron)consists of one or more single black numeral “0” (zero) symbols, or one“shield” symbol, or two or more “shield” symbols or other form ofindicia, on a blue field per side, all oriented identically, andoccupying specific sides of the hexahedron relative to one another.

As shown in FIG. 4, the Blue Defense die 38 preferably includes a blackzero numeral 40 on its first, second and third sides, a single black“shield” symbol 42 on the fourth and fifth sides, and a double black“shield” symbol 44 on the sixth side thereof.

Function of the Blue Defense Symbols

One or more Blue Dice are allotted to each competitor to represent thelevel of their resistance to outside effects or their ability togenerally resist or deflect outside effects or attacks which wouldreduce their ability to effectively participate in the competition, withmore Blue Dice representing a stronger ability to resist the impact ofthe attacks of an opponent or other elements in the field of competitionin a given Phase or Turn or Round, the Blue Dice generally being rolledafter the opponent's Red Dice have been rolled, allowing the defendingcompetitor to apply results of “Shields” against the attackingcompetitor's results of “Bursts”, with “Shields” generally cancellingout “Bursts” at a ratio of one-to-one, in an attempt to reduce of whollynegate the effects of the attacker's Red Die rolls, however anattacker's roll of a Yellow Square usually requires a roll of the Yellow“Randomization” die referred to below which usually bypasses any“Shields” rolled by the defender, as shown in the section on the Yellow“Randomization” Die referred to below and the effects of that die rollusually being applied immediately.

Secondary Element: Dice

Secondary Elements represent factors which impact a competition asadjuncts to the innate capabilities of the competitors, and mayrepresent, but are not necessarily limited to representing, expendablematerials or temporary efforts, increased pre-competition preparation,external environmental factors or the vagaries of outside chance;Secondary Elements in the basic system may be generally defined, withoutspecific limitation, in the following four examples:

Recovery

In the basic form of the System, Recovery may be represented by Black orWhite characters on an Orange field, and may be represented by thedepiction of one or more of the following effects: a “null” effect usingone or more of the following: one or more of common notation numeralsfor “zero” (“0”) or similar representational symbol representing a “NoRecovery” or “Unsuccessful Repair Attempt” or “No Recovery or RepairEffect Achieved”; one or more depictions of tools, such as a hammer andwrench, or similar unique symbol or indicia, typically, but notexclusively, displayed as black characters on an orange field, or otherimages, or similar unique symbol, or any other unique representationalsymbol, and in whatever form representing “Damage Repaired”, “CapabilityRestored”, “Wounds Healed” or any other recovery of some abilitypossessed by the competitor at the start of the competition but lost dueto outside influence.

Randomization

In the basic form of the System, Randomization may be represented byBlack or Full Color characters on a Yellow field, and may be representedby the depiction of one or more of the following effects: a symboldepicting specifically one of the Primary Elements, as well as one ormore symbols depicting a non-specific effect which may or may not beapplicable to the Primary Elements depending on the nature of thecompetition being modeled, with the symbols referring to effects on thecompetitor to which they are applied based on, but not limited to, theloss of Primary Element capabilities determined by the Randomizationsymbols generated.

Unpredictability

In the basic form of the System, Unpredictability may be represented byWhite or Black or Full Color characters on a Green field, and may berepresented by the depiction of one of the following effects: a“Neutral” effect using one or more of the following: one or more of thecommon notation numerals for “equal to” (“=”), or a graphic symboldepicting balanced weight scales or the common “face” (“:|”) symbol orsimilar representational symbol or indicia representing a “Balanced” or“No Advantage” or “No Influential Effect”; a “Very Positive” effectusing two or more of the common mathematical notation symbols for “plus”(“++”), or a graphic symbol depicting a shining sun or the common“grinning face” (“:D”) symbol or similar unique symbol or indiciarepresenting an “Extremely Favorable” or “Great Advantage” or “ExtremelyPositive Influential Effect”; a “Positive” effect using one of thecommon mathematical notation symbols for “plus” (“+”), or a graphicsymbol depicting a shining sun behind a white cloud or the common“smiley face” (“:)”) symbol or similar unique symbol or indiciarepresenting a “Favorable” or “Advantage” or “Positive InfluentialEffect”; a “Negative” effect using one of the common mathematicalnotation symbols for “minus” (“−”), or a graphic symbol depicting a greycloud with rain falling from it or the common “frown face” (“:(”) symbolor similar unique symbol or indicia representing an “Unfavorable” or“Disadvantage” or “Negative Influential Effect”; a “Very Negative”effect using two or more of the common mathematical notation symbols for“minus” (“− −”), or a graphic symbol depicting a black cloud with atornado or cyclone descending from it or the common “angry face” (“>:(”)symbol or similar unique symbol or indicia representing an “ExtremelyUnfavorable” or “Great Disadvantage” or “Extremely Negative InfluentialEffect”; and, or other images, or similar unique symbol or symbols, orany other unique representational symbol or symbols, and in whateverform representing any influences on the competition which can impact thecompetition but over which the competitors themselves have no directcontrol during the course of the competition itself once the competitionhas begun, and which may include, but are not limited to, weather,positional advantage, various conditions of the competitors during theperiod of the competition or undefinable or unpredictable variables suchas overall morale, good fortune or outside intervention.

Advantages

In the basic form of the System, Advantages are preferably expended onceused, as opposed to being retained until lost as is usually the casewith Primary Elements, in effect representing extreme or additionalefforts or capabilities on the part of the competitor using them, butwhich use requires substantial expenditure of resources such that theAdvantage is generally not available for use again within the course ofthe competition, and mat represent reserves of physical strength orendurance or willpower, expendables such as food or water or cash orammunition or other supplies or abilities which have an enhancing effecton Primary Elements, and which in the basic form of the System may berepresented by White and Black characters in White or Black circles on aPurple field, and may be represented by the depiction of one of thefollowing effects: a “Failure” effect using one or more of the followingor similar symbols: one or more of the common notation numerals for“zero” (“0”), or the common International “Strikeout” (“Ø”) symbol, or aWhite lightning bolt in a Black circle or similar representationalsymbol representing a “Failed Boost” or “Dud” or “Advantage ExpendedWith No Effect Achieved” with such symbols depicted as White charactersin a Black circle on a Purple field and representing an Advantageexpended with no appreciable effect on the Primary Element to which itis applied and the Advantage generation in that case being lost for theremainder of the competition; a “Doubled Effect” result represented bythe mathematical notation “×2” using White characters in a Black circleon a Purple field and representing an Advantage expended with a doublingeffect on the Primary Element to which it is applied and the Advantagegeneration in that case being lost for the remainder of the competition;a “Tripled Effect” result represented by the mathematical notation “×3”using White characters in a Black circle on a Purple field andrepresenting an Advantage expended with a tripling effect on the PrimaryElement to which it is applied and the Advantage generation in that casebeing lost for the remainder of the competition; a “Maximum Effect”result using Black characters in a White circle on a Purple field, andrepresented by the symbol of a concentric circle “

” or a four-pointed star (“

”) or similar unique symbol or indicia, and representing an Advantageexpended with a multiplicative effect, generally of at least “×2” but ashigh as determined for any special rules applicable to the competitionbeing modeled, on the Primary Element to which it is applied, and theAdvantage generation in that case being retained and or have some otherpositive effect depending on the competition being modeled, which effectis usually, but not always, represented by returning the Advantagegenerating element which may be, but is not limited to, a card, a die, atile, a chit, the generation capability in an electronic media or anyother means utilizing the System, to the competitor's pool for use in alater effort during the competition.

Ratio of Secondary Element Symbols

The ratio of the various Secondary Element Symbols is an aspect of theiruse in modeling competitions, and is established to re-create thedynamics inherent in competition on a case-by-case basis, with generallyone generating element each of the Recovery, Randomization andUnpredictability Secondary Elements, which are usually, but notnecessarily, retained by the competitors throughout the duration of thecompetition, and variable numbers of generating elements of Advantages,which are usually, but not necessarily, expended by the competitorsafter use during the competition; the ratio of Secondary Elements on acase-by-case basis is expressed as the Secondary Element, an indicative,though not exclusive, Symbol and the number of such symbols in theirminimum quantities:

Recovery (Orange):

Zeroes (“0”)×3 (for example)3 Crossed Hammer and Wrench Symbols (for example)

Randomization (Yellow):

1 Square comprised of four smaller squares each of Red, White, Yellowand Blue×1 (for example)1 White Square×1 (for example)1 Black Square×1 (for example)1 Red Square×1 (for example)1 Blue Square×1 (for example)1 Black “

” Symbol×1 (for example)

Unpredictability (Green):

1 Sun Symbol×1 (for example)1 Sun with Cloud Symbol×1 (for example)1 Balanced Scales Symbol×2 (for example)1 Cloud with Rain Symbol×1 (for example)1 Tornado Symbol×1 (for example)

Advantages/Bonus (Purple):

1 White Lightning Bolt in a Black Circle Symbol×1 (for example)1 White×2 in a Black Circle Symbol×2 (for example)1 White×3 in a Black Circle Symbol×2 (for example)1 Black Four-Pointed Star in a White Circle Symbol×1 (for example)

Secondary Element Utility with a Six-Sided Dice Orange Recovery Die

The Orange dice element of the System represents Recovery, or repair orre-energizing activity inherent in any competition which allows thecompeting elements to regain or recover expended attributes in tocontinue competing effectively, and on the example of a six-sided die(or hexahedron) consists of one or more single white numeral “0” (zero)symbols, or one black “Tools” symbol or other form of indicia, on anorange field per side, all oriented identically, and occupying specificsides of the hexahedron relative to one another.

As shown in FIG. 5, the Orange Recovery die 46 preferably includes ablack crossed hammer and wrench symbol 48 on its first, second and fifthsides, and a black zero numeral 50 on the second, fourth, and sixthsides thereof.

Function of the Orange Recovery Symbols

One or more Orange Dice can be allotted to each competitor to representthe level of their ability to recover from the results of outsideeffects or attacks which have reduced their ability to effectivelyparticipate in the competition, with more Orange Dice representing astronger ability to recover from the impact of the attacks of anopponent or other elements in the field of competition in a given Phaseor Turn or Round, the Orange Dice generally being rolled at thebeginning of a new Turn or Phase or Round or other demarcation, with aroll of “0” (zero) having no effect and a roll showing the “Tools” orother symbol or indicia resulting in the competitor recovering one ormore of any previously lost Primary Dice of the competitor's choosing.

Yellow Randomization Die

The Yellow dice element of the System represents Randomization, orchance or dispersal or resolution of applied force in generallyacceptable but essentially unpredictable ways, which can occur duringany competition and which allows the offensive actions of one competitorto impact the opponent's capabilities in ways beyond the ability of theaffected participant to avoid or channel, including offensive actions orattacks which may completely bypass the affected participant's defensesand may or may not have devastating results, and on the example of asix-sided die (or hexahedron) consists of one or more single whitesquare symbols, or one or more single black square symbols, or one ormore single red square symbols, or one or more single blue squaresymbols, or a square comprised of one each of white, black, red and bluesymbols, or one or more single black “

” symbols, wherein squares may or may not be replaced by some other formof indicia, on a yellow field per side, all oriented identically, andoccupying specific sides of the hexahedron relative to one another.

As shown in FIG. 6, the Yellow Randomization die 52 preferably includesa multicolor square symbol 54 of white, black, red and blue colors onits first side, and a white square symbol 56, a black square symbol 58,a red square symbol 60, a blue square symbol 62, and a black ‘X’ symbol64 on its second, third, fourth, fifth, and sixth sides, respectively.

Function of the Yellow Randomization Symbols

One or more Yellow Randomization Dice are allotted to each competitorfor use when they have received one or more yellow square results on therolls of their Red attack dice, with one Yellow Randomization die rolledseparately for each yellow square result on the Red Attack dice, and theresult which is then rolled on the Yellow Randomization die beingapplied immediately to the defending competitor or field element, withthe color of the square rolled usually being the loss of a correspondingcolored die from the Primary Element dice pool of the affectedcompetitor or field element, or in the case of the four-color square theloss of one or more of the relative Primary Element generators dependingon the competition being modeled, while a result of a black “

” generally results in the immediate and complete elimination of theaffected competitor or field element with no possibility of avoidance,subject to variant rules or conditions depending on the sort ofcompetition being modeled, thus using the Yellow Randomization die torepresent any particularly effective result which may occur in anycompetition but which cannot be reasonably planned for or counted on tooccur but may nevertheless prove decisive to the outcome.

Green Unpredictability Die

The Green dice element of the system represents Unpredictability,including but not limited to fortune, environmental effects, morale,spirit, quality of forces or their supplies or any variables which cantip the balance against or in favor of a competitor for the entirecourse of a competition or only in a given Turn, Phase, Round or otherperiod of time with in the competition, and on the example of asix-sided die (or hexahedron) consists of one or more single “Sun”symbols, or one or more “Sun and Cloud” symbols, or one or more “EqualMeasuring Scale” symbols, or one or more “Rain Cloud” symbols, or one ormore “Storm” symbols, wherein such symbols may or may not be replaced bysome other form of indicia, on a green field per side, all orientedidentically, and occupying specific sides of the hexahedron relative toone another.

As shown in FIG. 7, the Green Unpredictability die 66 preferablyincludes a “Sun” symbol 68 on its first side, a “Sun and Cloud” symbol70 on the second side, an “Equal Measuring Scale” symbol 72 on the thirdand fourth sides, a “Rain Cloud” symbol 74 on the fifth side, and a“Storm” symbol 76 on the sixth side thereof.

Function of the Green Unpredictability Symbols

One or more Green Unpredictability Dice are allotted to each competitorin special circumstances or are used to establish overall conditions forboth sides during the competition, with the Green Unpredictabilityserving different functions depending on the nature of the competitionbeing modeled, essentially filling the role of a “wild card” torepresent favorable, unfavorable or neutral conditions in effect at aspecific moment or during the entire course of a competition, with itsmost common use being to represent the variable effectiveness of anindividual element within a competitor's team or side or complement ofcompetitive elements, with the progression from “Sun” to “Sun and Cloud”to Equal Measuring Scales” to “Rain Cloud” to “Storm” representing ashift in the advantage for a particular element based on the nature ofthat element, the task being modeled, the goal being sought, or anynumber of variables stipulated by the nature of the competition and thecompeting elements or field of competition.

Purple Advantages Dice

The Purple dice element of the System represents Advantages, includingbut not limited to quality of competing elements, expendable elementswhich boost performance or effectiveness, technological, natural,spiritual or material advantages or any variables which cansignificantly improve the effectiveness of an action, usually but notlimited to, a Primary Element, at the moment of its application, andwhich may or may not be retainable, and on the example of a six-sideddie (or hexahedron) consists of one or more single white “lightningbolt” on a black circle symbols, one or more white “×2” on a blackcircle symbols, one or more white “×3” on a black circle symbols, or oneor more black “Star” on a white circle symbols, wherein such symbols mayor may not be replaced by some other form of indicia, on a purple fieldper side, all oriented identically, and occupying specific sides of thehexahedron relative to one another.

As shown in FIG. 8, the Purple Advantages die 78 preferably includes ablack “Star” symbol 80 on a white circle on the first side, a white “×3”(numerical and non-numerical symbol) on a black circle symbol 82 on thesecond and fifth sides, a white “×2” (numerical and non-numericalsymbol) on a black circle symbol 84 on the third and fourth sides, and awhite “Lightning Bolt” on a white circle symbol 86 on the sixth sidethereof.

Function of the Purple Advantages Symbols

One or more Purple Advantages Dice are allotted to competitors to beused as “Booster” dice, which are normally used once then removed fromplay and which are usually, but not exclusively, rolled in conjunctionwith one or more of the Primary Element dice, with the result, if “×2”or “×3”, applied as a multiplier to the results, if any, rolled on therespective Primary Element die, so a Red Attack die roll of two “bursts”in conjunction with a Purple Advantages die roll of “×2” would be theequivalent of four “bursts”, with the Purple Advantages die then beingremoved from play as “expended”, although a roll of a White LightningBolt symbol on a black circle usually, but not exclusively, causes thePurple Advantages die to be expended with no effect, while a roll of aBlack Star on a white circle applies an Advantage of “×(variable numbervalue depending on competition being modeled)” and the Purple Advantagesdie is returned to the competitor to be used again in later dice rolls,which can continue throughout the competition until such time as anyroll other than a Black Star on a white circle is rolled.

Basic Game Components

Although a single set of dice may preferably include the followingrecommended quantities of the Primary and Secondary Element dice, it isnot necessary that all dice be used to play a game:

Four (4) White Speed Dice Four (4) Black Maneuver Dice Four (4) RedAttack Dice Four (4) Blue Defense Dice One (1) Orange Recovery Die One(1) Yellow Randomization Die One (1) Green Unpredictability Die Six (6)Purple Advantages Dice Examples of the System to Model SimpleCompetitions

The following Examples use the four Primary Element dice to show how thesystem represents a conflict as an integration of four dynamics, eachaffecting the total competitive effort as well as each other.

In its simplest form, the game can be played as a dice rolling gameusing nothing more than a basic set of Primary Element dice, consistingof one each Speed, Maneuver, Attack and Defense Dice, which will makefor a very brief game, but will show the essential elements of diceinteraction.

Example I Fight A Two-Player Game Rules

1. Each Player has one each Speed, Maneuver, Attack and Defense die.

2. Each Player rolls all four of their dice simultaneously.

3. The Player who rolled the most Arrows on their Speed Die will applythe result of their Attack die first. If this eliminates the otherplayer, the game is over.

4. If both Players rolled the same value on their Speed die, the resultsof their Attack dice will be applied simultaneously. This couldeliminate both players simultaneously, and result in a draw.

5. The Player who rolled the most Curves on their Maneuver Die will beallowed to re-roll either their Defense Die or their Attack Die, if theywish. They must use the new result.

6. Each “Burst” symbol on a Player's Attack Die indicates a “hit” on hisopponent.

7. Each “Shield” symbol on a Player's Defense Die cancels one “hit”which that Player would suffer as a result of his opponent's Attack Dieresult.

8. A “Yellow Square” result on an Attack Die represents a “Critical Hit”by that Player which cannot be cancelled by a single or double “Shield”result by the other Player.

9. If a Player's Defense Die result shows as many or more “Shield”symbols than their opponent's Attack Die result shows “Burst” symbols,that Player has successfully avoided his opponent's attack, and there isno effect.

10. If a Player's Attack Die result shows more “Burst” symbols thantheir opponent's Defense Die result shows “Shield” symbols, that Playerhas “Wounded” his opponent. The opponent must set aside either his SpeedDie, or his Maneuver Die or his Defense Die. He will not be able to usethem for the rest of the fight.

11. The Player who forces his opponent to lose all three of his Speed,Maneuver and Defense dice wins. Note that it is possible for bothPlayers to achieve this result on the same Turn, resulting in a draw.

For a longer game, each Player is given twenty tokens—coins orbeads—representing “Hit Points”, or keep track of each Player's “HitPoints” on a piece of scratch paper. Instead of losing a Die tosuccessful Attacks, Players lose a number of “Hit Points” equal to each“Burst” result that is not cancelled by a “Shield”. When a Player losestheir last “Hit Point”, they are defeated.

Example II

For the sake of this Example, and as an aid to visualization of thecompetition being modeled, we will call this competition a game of“Tag”.

Tag A Two-Player Game Rules

1. Both Players Roll a White Speed Die.

The goal is to eliminate at least two (or all) of the opponent's PrimaryElement Dice before the opponent does the same to you, or eliminate anytwo of the opponent's Primary Element Dice and escape. For thiscompetition, Maneuver Dice “trump” Speed Dice, so that a roll of twoWhite Curved Arrows is superior to a roll of two Black Straight Arrows,when those two types of dice are rolled against each other during theMovement Phase.

Turn One

1. Player 1 rolls one White Speed Die, with a result of three (3) BlackStraight Arrows. Player 2 rolls one Speed Die, with results of two BlackStraight Arrows. Player 1 has more Speed (3>2) and “catches” Player 2.If Player 1 wins or ties the “Maneuver” rolls, he will have “gained theinitiative”.

2. Player 1 now rolls 1 Black Maneuver Die, with a result of one (1)White Curved Arrow. Player 2 rolls one Black Maneuver Die, with a resultof two (2) White Curved Arrows. In our game of “tag”, Maneuver isconsidered to be superior to Speed, so even though Player 1 was“faster”, Player 2 “outmaneuvered” him (2>1), and Player 2 has “gainedthe initiative”, which means he will get to “attack” (“tag”) Player 1first, and apply the results, before Player 1 can respond.

3. Because he has “gained the initiative”, Player 2 may conduct his“attacks” first, and rolls his Red Attack die against Player 1; he rollstwo “Bursts”. Player 1 rolls his Blue Defense die and rolls one“Shield”, allowing him to cancel out one of Player 2's “bursts”; theother takes effect and Player 1 must lose one of his Dice. He chooses tolose his White Speed die. This means he cannot now “escape” from Player2, but he could still “outmaneuver” him.

4. Now it is Player 1's turn to attack, and he rolls his Red Attack dieand gets a Yellow Square. Normally, this would entitle him to roll theYellow Randomization die and Player 2 would not be allowed to roll anyBlue Defense dice in response, but for this simple learning exercise,the Yellow Square result will force Player 2 to lose a die of Player 1'schoosing. Player 1 takes Player 2's Black Maneuver die.

5. With a round of Movement and Combat completed, this concludes thefirst Turn.

Turn Two

6. At the start of the second Turn, Player 1 rolls his Black ManeuverDie (he no longer has a White Speed die) and Player 2 rolls his WhiteSpeed Die (he no longer has a Black maneuver Die). Player 1 rolls WhiteCurved Arrows and Player 2 rolls two Black Straight Arrows. Since Player2's Speed Die exceeded Player 1's Maneuver Die, Player 2 may opt to“escape”, but since he has only eliminated one of Player 1's Dice, thiswould result in a draw. He considers that if he does not declare he will“escape”, Player 1's Maneuver Die roll of two White Curved Arrows“trumps” Player 2's Speed roll of two Black Straight Arrows, meaningPlayer 1 will get to try to “tag” (attack) him first, but he decides totough it out and stays for another round.

Example III Jet Fighter Combat Game

The following is an application of the System to play a game depictingan engagement between two jet aircrafts (FIGS. 9-34).

The engagement will preferably be played out on a board 88 divided intohexagons 90, between two fictional modern jet aircraft, each equippedwith gun and missiles. One jet will be Red, the other Blue. Each jetwill preferably have the following capabilities:

Four White Speed Dice (10) Two Black Maneuver Dice (18) Four Red AttackDice (28) Three Blue Defense Dice (38) One Orange Repair Die (46) TwoPurple Bonus Dice (78) One Yellow Critical Hit Die (52) One GreenFortune Die (66)

A display card (92, 94) for each jet will be used to keep track ofdamage and expended dice, as shown in FIGS. 9-10.

Rules

1. The game is played on the board preferably divided into hexagonscalled spaces. Jets must always be positioned to face one side of thespace they occupy; if such facing is unclear at the start of theopposing player's portion of the Game Turn, the opposing player willcorrect the facing.

2. Each player controls one Jet, either the Red Jet or the Blue Jet.

3. Jets must roll at least one White Speed Die every Game Turn. Each Jetmust use the full value of at least one Speed Die result each Game Turn.

4. Jets are armed with guns and missiles. Both weapons preferably have amaximum range of eight spaces. (This range is variable.) A Jet which isin position to attack a single target with both guns and missiles maydeclare its attack to be either or both, but must expend at least onePurple Bonus Die to represent its missile attack. Red Attack Dice whichare modified by Purple Bonus Dice are always considered to be Missileattacks.

5. Guns fire in a straight line directly in front of the Jet. Missilesfire into any space in a 60 degree “cone” spreading out from the frontof the Jet.

6. The Green Fortune Die will be rolled each Turn to determine which jetmoves first that Turn. In this game, “Bad Weather” is inferior to “GoodWeather” when comparing die roll results, for example a result of“Clouds with Rain” is superior to a result of “Storm”, while “BalancedScales” are superior to both “Bad Weather” results and inferior to both“Good Weather” results. In this game, any tied Green Fortune Die rollsare automatically won by the Blue Jet player.

6a. In this game, the Green Fortune Die represents each Jet Pilot's“Luck”. Once per game, a player can declare his Pilot will “Push HisLuck” by committing his Green Fortune Die to certain tasks. Whatever theoutcome, the Green Fortune Die is permanently removed from play. Thefirst Pilot to “Push His Luck” will automatically lose the Initiativefor any remaining Turns, that is, his opponent will decide which of theplayers moves first. This will hold true even if the second player later“Pushes His Luck” and also loses his Green Fortune Die.

7. A Jet which loses all of its White Speed Dice is considereddestroyed. A Jet which loses all of its Red Attack Dice, Blue DefenseDice and Black Turn Dice, or which leaves the map at any time, will beconsidered to have lost the game.

Victory Conditions

Destroy or drive off the enemy Jet.

Game Map and Starting Positions

As noted above, the bard 88 used for this game will be divided intohexagons 90 to regulate movement, facing and arcs of fire. Blue Jet andRed Jet start at opposite ends of the board (FIG. 11).

Turn One

The Green Fortune Die will be used to determine Initiative, or whichplayer moves first, at the start of each Turn. To reflect atechnological advantage, tied results will be considered to be won bythe Blue Jet player.

Each player rolls their Green Fortune Die; the Red Jet player rolls Sun;the Blue Jet player rolls Rain, so the Red Jet player has won and holdsthe initiative. He may move first or require the Blue Jet player tocommit himself first to his movement.

No missiles may be fired on the first Turn, so Red Jet decides to makethe Blue Jet player move first.

Blue Jet decides to use all of his Speed Dice and both of his ManeuverDice; he must roll all of both types of Dice at once. He rolls fourWhite Speed Dice and two Black Maneuver Dice and gets the result asshown in FIG. 12.

Not all Dice must be used, but if any Die result is used, then the fullvalue of that result must be used. If the Blue Jet player wishes to moveonly two spaces, he may discard all but one of the double arrow dice,but if he uses both double arrow dice, he must move four spaces. For JetCombat, a Player may not use any Black Maneuver Die unless he has usedat least one White Movement Die first. The Blue Jet player wants to getaround behind the Red Jet, so he uses his dice result as shown in FIG.13.

Specifically, as shown in FIG. 13, Blue Jet uses one Speed arrow to moveforward one space, uses one Turn to change facing by one side of thehexagon to the right, uses two Speed double arrows to move four spaces,uses last Turn to change facing by one side of the hexagon to the left,uses last Speed arrow to move forward one space.)

In this jet Combat game, fighters may attack each other if their targetis:

1. Within eight hexagons, or spaces, including the space of the targetjet, but not the space of the attacking jet, and directly in front ofthe attacking Jet;

2. If attacking with Missiles, the target must be within eight hexagons,or spaces, including the space of the target jet, but not the space ofthe attacking jet, and within a 60 degree arc in front of the attackingjet.

Fighters attack with all their Red Attack Dice if the range to theirtarget is four spaces or less, or half their Red Attack Dice if therange is five to eight (spaces). They may not attack a target that ismore than eight spaces away.

As shown in FIG. 14, Blue Jet is not lined up to use his Guns againstRed Jet. However, Red Jet is in the arc of fire for Blue Jet's Missiles.Counting the spaces from Blue Jet to Red Jet, the range is eight spaces,just within range for Blue Jet to attack. Since it is more than fourspaces, Blue jet may only use half his Attack Dice, or two Red AttackDice.

Missiles are expended when fired, but can be very powerful; this isdepicted in the Jet Combat Game by using Bonus Dice to representMissiles. If the Blue Jet player wishes to attack the Red Jet, he canonly do so with Missiles because of Red Jet being out of the line offire of his guns, meaning Blue Jet will have to expend one or both ofhis Bonus Dice to make the attack. The Blue Jet player decides to fireone Missile. This means he will roll two, or half, of his Red AttackDice, and one of his Purple Bonus Dice, representing the missile beingfired.

Blue Jet Rolls two Red Attack Dice (28) and one Purple Bonus Die (78),with the result shown in FIG. 15.

Since this is a Missile Attack, only Attack Dice that are modified byBonus dice are counted. The Blue Jet player discards the single hitattack die result and applies the Bonus Die multiplier to the double-hitattack die; the Blue Jet's Missile Attack has therefore achieved aresult of four possible hits—a double hit Attack multiplied by two—onthe Red Jet.

The Blue Jet player retrieves his Red Attack Dice, but the Purple BonusDie is permanently removed from play.

As shown in FIG. 14, Blue Jet is not lined up for a Guns attack on RedJet, but Red Jet is in the extreme range—eight spaces—of Blue Jet'sMissile Attack arc of fire. Blue Jet's player declares a Missile Attackon Red Jet, using half his Red Attack Dice because of the range, andexpending one Purple Bonus Die, representing a Missile Attack.

Red Jet's player now has a chance to avoid the damage from Blue Jetplayer's Missile Attack. He rolls all three of his Blue Defense Dice. Ina Jet Combat game, these could be taken to represent evasive maneuvers,electronic countermeasures, a heavily-armored fuselage or any number ofvariables. Red Jet rolls his Blue Defense Dice (38) and gets the resultas shown in FIG. 16.

Red Jet rolls three Shield. Each Shield negates one Hit. Since BlueJet's Missile Attack achieved four Hits, Red Jet's Defense Dice roll hascancelled all but one. The Red Jet player manages to avoid most, but notall, of the damage from Blue Jet's Missile Attack.

To represent the damage his jet has suffered, the Red Jet player mustchoose one of his Primary Element Dice to discard. He decides to give upone of his White Speed Dice, and sets it aside. It will not be used forthe rest of the game unless he can restore it with a Repair Die Roll atthe beginning of a future Turn.

Blue Jet has completed all his Movement and Attacks; it is now Red Jet'smove.

Like Blue Jet, Red Jet decides to use all of his Speed and ManeuverDice. His Speed Dice pool has been reduced from four dice to three dicedue to damage from Blue Jet's Missile Attack, so Red Jet rolls threeWhite Speed Dice (10) and two Black Maneuver Dice (18), with the resultas shown in FIG. 17.

This is an optimal result for Red Jet, as can be seen by its move asshown in FIG. 18.

Red Jet uses all of its Speed Dice to get in behind Blue Jet, thusachieving a “Tailing” position for the next Turn. Red Jet is able toreach this position by playing all of its Speed Dice to move forward atotal of nine (9) spaces before using its Double Turn to make a tightturn to the left. It discards its single Turn without using it.

It is now Red Jet's turn to Attack. In this game jets can attack witheither Guns or Missiles, but not both in the same turn. The Red Jetplayer decides to fire both of his Missiles in hopes of destroying BlueJet outright. Since he is within four spaces of his target, he rolls allfour of his Red Attack Dice (28), and since he is firing all of hismissiles, he rolls both of his Purple Bonus Dice (78), as well, with theresult as shown in FIG. 19.

This is a potentially devastating attack, as Red Jet player has rolledtwo very potent “special effects”.

As shown in FIG. 18, Red Jet uses its high Speed and a tight Turn rollto line up a straight shot for Guns. Note that it uses its two WhiteTurn arrows to bring it around two space sides in one space; it couldnot have made this turn with the single White Turn die roll, so it doesnot use it, and it could not have used only one of the White Turnsarrows; if any symbols on a die face are used, all must be used.

Red Jet's Attack Dice roll has achieved one Miss, one Single Hit, oneDouble Hit, and one “Critical Hit”, represented by the large YellowSquare. In addition, Red Jet's Missile attack has scored one “×2” BonusDie result and one “Black Star” Bonus Die result. In this game, the“Black Star” result is equal to a “×3” result, but since it is a “BlackStar”, instead of being discarded, this Bonus Die is returned to the RedJet player's pool. He can use this Bonus Die again for another MissileAttack on a subsequent Turn, and if he rolls another “Black Star”, hewill retain it then, too. In fact, he may continue to retain and re-useit for as long as he continues to roll a “Black Star” result.

Since a Bonus Die may only be applied to one Red Attack Die, the Red Jetplayer applies the “×2” Bonus Die to the Red Double Hit result, which,combined with the Single Hit Red Attack Die result, makes a total offive hits on the Blue Jet. The Red Jet player applies the “BlackStar/×3” result to the Yellow Square Critical Hit Die result, whichmeans the Blue Jet will take three Critical Hit results which will berolled for by the Red Jet player. This is especially dangerous for theBlue Jet, since Defensive Dice results cannot be used to negate CriticalHits.

The Blue Jet player rolls his Blue Defense Dice (38) and gets anexcellent result; three Double Shields, which negates up to six of RedJet's Red Attack Dice hits (FIG. 20).

Even with the “×2” Bonus Die raising Red Jet's total hits to five (5),Blue Jet's Defensive Dice result has negated every normal hit resultachieved by Red Jet. However, as stated above, Defensive Dice have noeffect on Yellow Square “Critical Hit” results, and Red Jet's “BlackStar/×3” result has inflicted three such hits on Blue Jet.

To determine the nature of the three Critical Hits which Red Jetinflicted on Blue Jet, Red Jet's player rolls his Yellow RandomizationDie (52) once for each of the three Critical Hits he has inflicted onBlue Jet. The result, in order, is shown in FIG. 21.

The Red Square indicates that Blue Jet loses one of its Red Attack Dice;the Blue Square indicates that Blue Jet loses one of its Blue DefenseDice; the four-color square indicates that the Blue Jet must lose aWhite Speed Die, a Black Turn Die, a Red Attack Die or a Blue DefenseDie, as determined by the Red Jet player.

Note that, unlike a normal Red Attack Die hit result, the Blue Jetplayer cannot choose which of his Primary Element Dice he loses to anattack; the Yellow Randomization Die used in Critical Hit resolutiondetermines which Primary Element Die he loses for each Critical Hitsuffered. In this case, after seeing that the Critical Hits he hasrolled on Blue Jet have caused it to lose one Red Attack Die and oneBlue Defense Die, the Red Jet player decides to use the four-color rollto force the Blue Jet player to lose an additional Blue Defense Die.This will leave Blue Jet extremely vulnerable to Red Jet's next attack.

As the last action in the Turn, both players each declare a damagedsystem and simultaneously roll their Orange Recovery Die. A roll of “0”is “No Effect”, while a roll showing the “Tools” symbol indicates theyhave Repaired (or “Recovered”) the destroyed system, and may return thedeclared Die to their Dice Pool.

Red Jet has only lost one White Speed Die; its player rolls and gets a“0”, so this damage remains. Blue Jet has lost one Red Attack Die andtwo Blue Defense Dice; its player declares he will try to recover someof his defensive capability. He rolls a “Tools” symbol and returns oneof his lost Blue Defense Dice to his Dice Pool.

At the end of Turn One, the status sheets for the two jets look like asshown in FIGS. 22-23.

Turn Two

At the beginning of each Turn after the first, each player may try toRepair damage to his aircraft using the Orange Repair Die. Therefore,the Blue Jet player's first action this Turn is to use his Orange Repairdie to try to recover one of his lost systems. He must declare whichsystem he is trying to recover before he rolls. He cannot recover hisexpended Missile, as these are represented by Purple Bonus dice which,once used, are permanently expended.

Blue Jet's player declares he will try to recover one of his lost RedAttack Dice and rolls as shown in FIG. 24. The Tools Symbol indicatesBlue Jet has recovered the system rolled for, and Blue Jet gets back hislost Red Attack Die to use on this and future Turns (unless and until itis lost again and he fails to Repair it). Blue Jet's status sheet nowlooks like as shown in FIG. 25.

Turn Two: Initiative, Movement and Tailing

On Turn One, the Green Fortune Die was rolled to determine Initiative,or which player moves first, at the start of the Turn. However, Turn Twobegins with Red Jet in a Tailing Position on Blue Jet. This means thatRed Jet is behind Blue Jet and can see his maneuvers as he makes them,making it easy to stay behind Blue Jet.

This is the most powerful tactical position in aerial combat, and toreflect the advantage it gives, the following rules are in effect:

The Tailing Jet (in this case, the Red Jet) automatically winsInitiative for any Turn in which it is Tailing its opponent, and willusually force the Tailed Jet to move First.

After a Tailed jet has rolled all of its Speed and Maneuver Dice, theTailing Jet rolls its own Speed and Maneuver Dice. If the Tailing Jetrolls More Speed Arrows or Turn Arrows on all of its dice combined asthe Tailed Jet, the Tailed Jet is moved first, then the Tailing Jet isplaced behind the Tailed Jet, anywhere within the Tailing Zone, at thesame range as before the move. This constitutes the Tailing Jet'smovement and Maneuver for the Turn.

If the Tailing Jet rolled more Speed Arrows than the tailed Jet, theTailing Jet may “close the range” to the Tailed Jet by ending itsTailing Move as many spaces closer to the Tailed Jet as it wishes, asshown in FIG. 26.

The Blue Tailed Jet rolls its Speed (10) and Maneuver Dice (18) and getsthe result as shown in FIG. 27.

The Red Tailing Jet rolls its Speed (10) and Maneuver Dice (18) and getsthe result as shown in FIG. 28.

The Blue (Tailed) Jet Rolled a total of seven Speed Arrows and two TurnArrows, while the Red (Tailing) Jet rolled a total of eight Speed Arrowsand two Turn Arrows.

The Red Jet failed to exceed the Blue Jet's TURNS, and almost lost thetailing position, but the Blue Jet was slightly slower than the Red Jet,so the Red Jet maintains its Tailing position on the Blue Jet's rear.Since it rolled one more Speed Arrow than the Blue Jet, the Red Jet mayput itself one space closer to the Tailed Jet at the end of Movement,which will allow it a better attack because of the increased number ofRed Attack Dice it may use at the shorter range.

The Red Jet player decides to try to finish off the Blue Jet anddeclares he will make a Missiles attack using all four of the Red Jet'sRed Attack Dice and his remaining Purple Bonus Die.

As shown in FIG. 26, Red Jet maintains its Tailing position on Blue Jet,and so is placed anywhere in Blue Jet's Tailing Zone at the same rangeit was at before Movement. Since it rolled one more Speed Arrow thanBlue Jet, Red Jet closes the range by one space, bringing Blue Jet intoa range of four spaces, allowing Red Jet to use the maximum number ofits Red Attack Dice. Even if the Blue Jet survives, Red Jet will stillbe Tailing it next Turn.

Red Jet's player rolls all four Red Attack Dice (28) along with hisremaining Purple Bonus Die (78) and gets the result as shown in FIG. 29.

This roll is as bad as Red Jet's first roll was good. Two of the RedAttack Dice are “zeroes”. Meaning they miss completely. One is a SingleHit and the other is a Double Hit, but his Purple Bonus Die is a WhiteLightning Bolt on a Black Field. This is the worst possible roll on aPurple Bonus Die. The Black Field means the die is permanentlydiscarded, just as if it had provided a positive multiplier, but theWhite Lightning Bolt means the attack it was used for is a criticalfailure, such as a jammed Gun or, in this case, a “dud” Missile. Theeffect is that the highest value Red Attack Die result—in this case, theDouble Hit—is cancelled. For all his effort, Red Jet's player hasmanaged to inflict only a Single Hit result on the Blue Jet. Blue Jetrolls his Blue Defense Dice (38) and gets a Shield, negating the one hitthe Red Jet player achieved (FIG. 30).

The Red Jet is still on the Blue Jet's tail as we go into Turn Three.

Turn Three: Pushing One's Luck

At this point in the game, although the Blue Jet has lost a third of itsdefensive abilities, thanks to a lucky Repair roll, its Red Attack diceare equal to those of the Red Jet, it still has one Purple Bonus Die,and it retains a slight advantage in speed. In jet fighter combat, speedis often the decisive factor.

Red Jet has a Tailing advantage, thus winning the Initiativeautomatically, and declares that Blue Jet will move first again thisTurn.

Blue Jet's player believes he will not survive another Tailing attackfrom Red Jet and decides to try something drastic. Before rolling forMovement to attempt to break Red Jet's Tailing advantage, Blue declareshe is going to “Push his Luck”.

In this game, “Pushing One's Luck” consists of using the Green FortuneDie as a special kind of Bonus die by adding it to any one die roll.NOTE: Whatever the result of “Pushing One's Luck”, whether good or bad,the Green Fortune Die of the player who does so is permanently removedfrom play; it cannot be recovered by Repair Rolls. Once a player hasused the Green Fortune Die for this purpose, he has “run out of luck”.

The results of “Pushing One's Luck” are resolved according to thesymbols rolled on the Green Fortune Die. “Balanced Scales” results haveno effect, while “Bad Weather” results force the player to discard theGreen Fortune Die, losing it for the remainder of the game, and thuspermanently surrendering the Initiative to his opponent with no benefitto show for it.

However, a result of “Good Weather” (Sun with Cloud) allows the playerwho has “Pushed his Luck” to declare the result of any one die in thepool the Green Fortune Die is rolled with, to be any result the playerwishes, and a result of “Excellent Weather” (Sun Only) allows the playerwho has “Pushed his Luck” to do the same with any two dice in the poolthe Green Fortune Die is rolled with. Note that no matter what colorsthe Dice are, any time dice are rolled together, as is the case withWhite Speed dice and Black Maneuver dice, all dice rolled together areconsidered part of a single pool of dice.

Therefore, in this Jet Combat game, even though Speed Dice and ManeuverDice are different colors, “Pushing One's Luck” allows a successful rollto modify either White Speed Dice or Black Maneuver Dice, or both. Thiswould also be true if a player “Pushed His Luck” by rolling the GreenFortune Die with a Missiles attack using Red Attack Dice and PurpleBonus Dice.

The Blue Jet player declares he will “Push His Luck” during hisMovement, allowing him to potentially change the results on his WhiteSpeed and/or his Black Maneuver Dice. He rolls his four White Speed Dice(10), two Black Maneuver Dice (18) and his Green Fortune Die (66) alltogether, with the result as shown in FIG. 31.

This roll is actually too good. Remember that in this Jet Combat game:

Jets must always use at least one White Speed Die;

Jets must use a White Speed Die before they can use a Black Turn Die,and;

If any Die is used, all the symbols rolled on that Die must be used.

Since Blue Jet's player has rolled four Speed Dice all with values ofTriple Speed Arrows, using any one of them will carry his Jet off theedge of the map, resulting in a Red Jet victory.

However, because he “Pushed His Luck”, the Blue Jet player's GreenFortune Die roll result will save him. He uses the “Good Weather” resultto change one of the Triple White Speed Arrows to a Single Speed Arrow.

Now that Blue Jet's Movement and Turn rolls are completed, Red Jet mustroll his White Speed Dice and Black Maneuver Dice to maintain hisTailing position. He, too, could elect to “Push His Luck”, but seeingBlue Jet's dice rolls, he knows he cannot equal Blue Jet's Speed rollwith only three White Speed Dice of his own.

Even if the Red Jet player were able to change all of his White SpeedDice results to Triple Speed Arrow results, Blue Jet would still befaster by one Speed Arrow, meaning that the Blue Jet is assured ofbreaking Red Jet's Tailing advantage. The Red Jet's player decides tosave his Green Fortune Die.

Blue Jet executes his Movement first, as shown in FIG. 32, below.

Specifically, as shown in FIG. 32, Blue Jet uses its Green Fortune Dieto change one of its Triple Arrow Speed rolls to a Single Arrow andmoves forward one space. It then uses its Triple Turn Maneuver result toturn 180 degrees around, executing a “half-loop” or “Immelmann Turn”.Finally, Blue jet uses one of its Triple Arrow Speed rolls to flystraight at the Red Jet to make a head-on pass, guns blazing. Blue Jet'stwo remaining White Speed Dice and single remaining Black Turn Die arenot used.

Turn Three: High Speed Maneuvers

Blue Jet's player now uses the Single Arrow Speed Die created by“Pushing His Luck” to move forward the one space required in this JetCombat game. He may no play a Black Turn Die, and so uses the TripleTurn Maneuver Die result to make a 180 degree turn in a single space. Inaerial combat, this maneuver is sometimes called a “half loop” or an“Immelmann Turn”. The Blue Jet player then uses one of his remainingTriple Arrow Speed Die results to close with the Red Jet in a head-onattack.

Blue Jet declares that he will fire all his Red Attack Dice (28) and hisremaining Missile (78) at the Red Jet and rolls the result as shown inFIG. 33.

This result is as bad as it can get for the Red Jet. Blue Jet's playerdeclares he will apply his “×3” Missile hit to one of the Yellow SquareCritical Hit results. This means the Red Jet will suffer four hits whichit cannot defend against.

The Red Jet player sets aside the two Double Hit results until he seesif he will even survive the four Critical Hits. The Blue Jet playerrolls the Yellow Critical Hit Die (52) four times, with the result asshown in FIG. 34.

This result will destroy the Red Jet in either of two ways. First, theBlack “

” result represents a catastrophic Critical Hit. It could mean the pilotof the Red Jet is killed outright, or the fuel tanks are hit andexplode, or any number of other disasters that completely destroy theaircraft.

In this Jet Combat game, the only way to cancel a Black “

” Critical Hit result is to sacrifice a Green Fortune Die to negate it.Sacrificing the Green Fortune Die for this purpose has no other effectexcept to negate one Black “

” Critical Hit result.

The Red Jet player can certainly do this, but there is no way for him toprevent the loss of his remaining three White Speed Dice. The Red Jet isshot down, and the Blue Jet player wins the battle and the game.

The term “his” or “player” as used herein, includes, but not limited to,all genders, as well as entities, organizations, groups, associations,and the like, whether real, virtual, and/or fictional.

The term “value” as used herein, includes, but not limited to,numerical, (integers, non-integers, etc.), non-numerical, thoserepresented by symbols or other indicia, and combinations thereof,whether used in English or any other language. The symbols or indiciainclude, but not limited to, mathematical, geometrical, geographical,astronomical, nautical, scientific, non-scientific, historical,religious, non-religious, etc.

It is noted herewith that although the present invention has beendescribed and illustrated using variously colored six-sided dice withvarious value(s)/symbology(ies) on different sides thereof, it is withinthe scope of the invention to vary the color scheme,value(s)/symbology(ies), the sequence or order thereof, and the numberof each type of dice used, as desired. It is also within the scope ofthe invention to use dice of varying sides, shapes, configurations,and/or use other types of game pieces. For instance, the dice or gamepieces can be of any geometrical shape, such as a polyhedron with two ormore sides. Additionally, the dice and other game pieces can be real,virtual, and/or fictional.

It is further within the scope of the invention to simply use black andwhite dice or game pieces representing the Primary and SecondaryElements, with the appropriate value(s) and/or symbology(ies), as notedherein.

While this invention has been described as having preferred sequences,ranges, steps, order of steps, materials, structures, symbols, indicia,graphics, color scheme(s), shapes, configurations, features, components,or designs, it is understood that it is capable of furthermodifications, uses and/or adaptations of the invention following ingeneral the principle of the invention, and including such departuresfrom the present disclosure as those come within the known or customarypractice in the art to which the invention pertains, and as may beapplied to the central features hereinbefore set forth, and fall withinthe scope of the invention and of the limits of the claims appendedhereto or presented later. The invention, therefore, is not limited tothe preferred embodiment(s) shown/described herein.

What is claimed is:
 1. An electronic strategy game, comprising: a) afirst group of primary elements representing movement; b) a second groupof primary elements representing combat or interaction; c) said firstgroup of primary elements comprising first and second simulated gamepieces representing speed and maneuver, respectively, and each gamepiece having a value; d) said second group of primary elementscomprising third and fourth simulated game pieces representing attackand defense, respectively, and each game piece having a value; e) saidfirst, second, third, and fourth simulated game pieces comprising dice,playing cards, chips, coins, tiles, tokens, graphical symbols, indicia,or chits, or a combination thereof; and f) wherein one of the speed andmaneuver game pieces modifies the value of one of the attack and defensegame pieces.
 2. The electronic strategy game of claim 1, wherein: a) thevalue of said game pieces is represented by at least one numericalvalue, at least one non-numerical value, or at least one symbolic value,or a combination thereof.
 3. The electronic strategy game of claim 2,wherein: a) the numerical value includes zero, or a higher or lowernumber.
 4. The electronic strategy game of claim 1, wherein: a) one ofthe speed and maneuver game pieces is superior in value to the other ofthe speed and maneuver game pieces.
 5. The electronic strategy game ofclaim 1, wherein: a) one of the attack and defense game pieces issuperior in value to other of the attack and defense game pieces.
 6. Theelectronic strategy game of claim 1, wherein: a) the speed game piecemodifies the value of the attack game piece.
 7. The electronic strategygame of claim 1, wherein: a) the maneuver game piece modifies the valueof the defense game piece.
 8. The electronic strategy game of claim 1,wherein: a) said first, second, third, and fourth game pieces arerepresented in different color.
 9. The electronic strategy game of claim1, wherein: a) said first group of primary elements comprises aplurality of said first and second game pieces; and b) said second groupof primary elements comprises a plurality of said third and fourth gamepieces.
 10. The electronic strategy game of claim 1, wherein: a) asecondary element game piece representing at least one of recovery,randomization, unpredictability, and advantages.
 11. The electronicstrategy game of claim 10, wherein: a) said secondary element game piecemodifies the value of one or more of said first, second, third, andfourth game pieces.
 12. The electronic strategy game of claim 11,wherein: a) said secondary element game piece includes at least onenumerical value, at least one non-numerical value, or at least onesymbolic value, or a combination thereof.
 13. The electronic strategygame of claim 10, comprising: a) a plurality of said secondary gamepieces representing one or more of recovery, randomization,unpredictability, and advantages.
 14. The electronic strategy game ofclaim 10, comprising: a) at least one each of said first, second, third,and fourth game pieces; and b) at least one each of said secondaryelement game piece representing recovery, randomization,unpredictability, and advantages.
 15. The electronic strategy game ofclaim 14, wherein: a) said first, second, third, fourth, and saidsecondary element game pieces are represented in different color. 16.The electronic strategy game of claim 15, wherein: a) each of saidsecondary element game pieces has a value; and b) the value of saidfirst, second, third, fourth, and said secondary element game pieces isrepresented by at least one numerical value, at least one non-numericalvalue, or at least one symbolic value, or a combination thereof.
 17. Anelectronic device comprising the strategy game of claim
 1. 18. Theelectronic device of claim 17, comprising a computing device, a gamingdevice, personal digital assistant (PDA), a tablet computer, a laptopcomputer, a desktop computer, a computer or device connected to anintranet, a computer or device connected to the Internet, a cellularphone, a smartphone, a fablet, a phablet, or a combination thereof. 19.An electronic device comprising the strategy game of claim
 16. 20. Theelectronic device of claim 19, comprising a computing device, a gamingdevice, personal digital assistant (PDA), a tablet computer, a laptopcomputer, a desktop computer, a computer or device connected to anintranet, a computer or device connected to the Internet, a cellularphone, a smartphone, a fablet, a phablet, or a combination thereof.